The Life of Pi - review

An extravagantly decorated cake of a film with nothing inside but the wisdom of a fortune cookie.

The Life of Pi (PG)
dir: Ang Lee

Ang Lee is the eclectic’s eclectic, a Taiwanese director who has ranged freely between English period romance (Sense and Sensibility) and Chinese wartime espionage (Lust, Caution), martial arts swashbuckler (Crouching Tiger, Hidden Dragon) and gay melodrama (Brokeback Mountain). In his 3D adaptation of Yann Martel’s Booker Prize-winning novel, Life of Pi, Lee surprises us once more: I would never have suspected he could make something quite so facile.

The lion’s share of the screen time is given over to a tiger and a teenage boy stranded on a boat in the Pacific Ocean. The lad is Piscine “Pi” Patel (Suraj Sharma), while the tiger, incongruously named Richard Parker, belongs to Pi’s father, who is transporting his zoo animals from India to north America when their boat is struck by a typhoon. Lee is nothing if not a director who knows how to wring every drop of tension from a set piece, and he peaks early in Life of Pi with a storm sequence that finds within terror a dislocated beauty. The underwater shot of a zebra paddling past Pi in the submerged ship, with the doggedness of an afternoon swimmer completing his laps, is so bewitching it hardly matters the trailer spoiled it for us months ago.

Once calm descends, Pi must simply survive. Viewers nostalgic for the innocent charms of Disney’s The Incredible Journey will find little succour. The film focuses squarely on the practicalities of how one might remain alive while confined to a lifeboat with a ravenous tiger.

Like Avatar, this is a movie that couldn’t be realised until the technology was available: you would get through a few crew members trying to extract from a real tiger the sort of performance given by a computer-generated one. But Lee overestimates the effect of his visual coups. The animals suffer in certain shots from that lack of heft that remains the Achilles heel of CGI. The seascapes and horizons have a deliberately synthetic, storybook quality but the marvels that pepper the voyage – a berserk wave of flying fish that whip the sea into a froth, or a majestic whale looming out of the ocean – feel self-consciously spectacular. Then there is the use of 3D. There’s a nice eerie effect when the camera gazes up from the ocean bed at Pi swimming so that he appears to be floating in the sky but the film’s colours are fatally dulled by the grey tints on our 3D specs; I kept peering over the top of mine to see how ripe the cinematography would look without them.

The late Michael Crichton once told me that he had been downhearted after seeing Terminator 2: Judgment Day, that watershed moment in CGI, because he knew there would no longer be any barriers to what could be conjured up on screen. The dream, I suppose, would be that other aspects of the film-making process would be fortified: screenplays might become more complex, the camerawork innovative, to keep pace with technology. If this is the future, Life of Pi is a disastrous advertisement. David Magee’s screenplay is hamstrung by the banality of the points in Martel’s novel about the intersection between storytelling and faith. The film begins with the adult Pi promising he has a tale that will make anyone believe in God. It ends with a twist – well, more of a mild kink – that provides a new definition of anti-climax. The impression you take from Life of Pi is that of an extravagantly decorated cake with nothing inside but the wisdom of a fortune cookie.


Ryan Gilbey is the New Statesman's film critic. He is also the author of It Don't Worry Me (Faber), about 1970s US cinema, and a study of Groundhog Day in the "Modern Classics" series (BFI Publishing). He was named reviewer of the year in the 2007 Press Gazette awards.

This article first appeared in the 24 December 2012 issue of the New Statesman, Brian Cox and Robin Ince guest edit

Kyle Seeley
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For emotional value, Emily is Away – a nostalgic instant messaging game – is this year’s best release

If you want to express your lingering teenage angst, there’s no better option.

Every now and then, a game is released that goes beyond what it may look or sound like. It goes straight to the pit of your insides where you thought you had no soul left, and jolts you back to life. Or at least it attempts to. This year, it's Emily is Away.

Firstly, anyone and everyone can virtually play this thing as it’s a crude Windows XP simulator displaying an AIM/MSN messenger client and can run on the PC equivalent of a potato. And it's free. It’s a short game, taking about 30 minutes, in which you play a person chatting away to your friend called Emily (who could be more), choosing from a set list of pre-selected instant messages.

Each chapter takes place in a different year, starting in 2002 and ending in 2006.

You’re instantly smacked with nostalgia thanks to the user screen of Windows XP and a fuzzed out background of Bliss, which was the default wallpaper in the operating system, and probably the most widely seen photo in the world. And your ears aren’t abandoned either, with the upbeat pinging sounds reminiscent of how you used to natter away with your personal favourite into the early hours.

The first chapter starts with you and Emily reaching the end of your last year in high school, talking about plans for the evening, but also the future, such as what you’ll be studying at university. From this early point, the seeds of the future are already being sewn.

For example, Emily mentions how Brad is annoying her in another window on her computer, but you’re both too occupied about agreeing to go to a party that night. The following year, you learn that Brad is now in fact her boyfriend, because he decided to share how he felt about Emily while you were too shy and keeping your feelings hidden.

What’s so excellent about the game is that it can be whatever you wish. Retro games used the lack of visual detail to their advantage, allowing the players to fill in the blanks. The yearly gaps in this game do exactly the same job, making you long to go back in time, even if you haven't yet reached the age of 20 in the game.

Or it lets you forget about it entirely and move on, not knowing exactly what had happened with you and Emily as your brain starts to create the familiar fog of a faded memory.

Despite having the choice to respond to Emily’s IMs in three different ways each time, your digital self tries to sweeten the messages with emoticons, but they’re always automatically deleted, the same way bad spelling is corrected in the game too. We all know that to truly to take the risk and try and move a friendship to another level, emoticons are the digital equivalent to cheesy real-life gestures, and essential to trying to win someone’s heart.

Before you know it, your emotions are heavily invested in the game and you’re always left wondering what Emily wanted to say when the game shows that she’s deleting as well as typing in the messenger. You end up not even caring that she likes Coldplay and Muse – passions reflected in her profile picture and use of their lyrics. She also likes Snow Patrol. How much can you tolerate Chasing Cars, really?

The user reviews on Steam are very positive, despite many complaining you end up being “friend-zoned” by Emily, and one review simply calling it “Rejection Simulator 2015”.

I tried so hard from all of the options to create the perfect Em & Em. But whatever you decide, Emily will always give you the #feels, and you’ll constantly end up thinking about what else you could have done.